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Nescio

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Everything posted by Nescio

  1. What do you mean? It is like the others. Here it is magnified by a factor 64×:
  2. https://code.wildfiregames.com/D2893
  3. It's missing for D2806 (and also for other people who want to try redesigning the gui session panels in mods). I've included it over there, but when fetching the patch, the png is loaded inproperly. Adding it into the public mod anyway would be an improvement, having only 7 out of 8 possibilities does not really make sense. Besides, it's just 132 bytes.
  4. @Stan`, could you commit this 4×4 pixel image? It's missing in binaries/data/mods/public/art/textures/ui/global/border/ Phabricator has difficulty handling png added in differentials.
  5. On low resolution screens (e.g. 1024×768) the smaller icon size shouldn't be a problem. On high resolution screens (e.g. 1920×1080) you can insert e.g. gui.scale = "1.5" in your local user.cfg file (see https://trac.wildfiregames.com/wiki/GameDataPaths ) to compensate.
  6. Again, D2884 does not do that, D2300 does.
  7. Whilst that may be worth exploring, it probably would require partially overhauling the gui session code, which is rather complicated, realistically it's something for the distant future, thus not an option right now. The choice is between D2806 and D2875 because these are the patches available and ready to be reviewed and committed, i.e. a simple and ready solution for right now.
  8. To barter means exchange (goods or services) for other goods or services without using money. The correct word order would thus be A → Β, i.e.: <Player> bartered <A> for <B>. English is a flexible language, often the meaning of words depends on the context, replacing “barter” in the string with bought/obtained/purchased does not remove the ambiguity, compare: I bought/obtained/purchased petrol for €50. I bought/obtained/purchased petrol for my car. A better option is to reconsider the word “for”, e.g.: <Player> converted <A> into <B>. The concern I have is that everywhere else the game refers to bartering as barter.
  9. You can make pull requests to the Han China, Thracians, and other mods. Just don't waste your time on the Terra Magna mod directly.
  10. Please don't. The idea is each civ has its own mod, development and correction should be done there. Once the next alpha is released, Terra Magna can then simply bundle all those civs and issue a new release.
  11. Thank you for the head's up. I've seen the issue you posted on github today, but haven't had the opportunity yet to investigate. Since the chariots in the public mod are fine, this is evidently a problem of the Han China mod; the error is present in Terra Magna and Delenda Est because those got their files from the Han. If you happen to know how to fix it, feel free to make a pull request. If not, no problem, I'll try myself later this week.
  12. Yes, it is. I proposed D2300 last year after observing various people on the forums want exactly that. Yesterday @borg- requested different changes on phabricator, which is why I created D2884, and am posting in this thread today to inform people there are two alternatives. Personally I don't have a strong preference either way. Both are valid approaches and a clear improvement over the status quo.
  13. No need to apologize, we're fully aware you're new to this, still learning, and have the best of intentions. Unfortunately, you're not done yet: Please restore the indentation in those two templates ( https://github.com/0ADMods/millenniumad/pull/55/files#diff-62763f015915eda05180f3deb3b47f3f ).
  14. To be clear, D2596/rP23737 removed the walk speed differences between basic, advanced, elite, and champion cavalry, but it did not remove the differences between cavalry archers, javelinists, spearmen, and swordsmen, and it was not done for meat shuttling.
  15. You could try: git restore simulation/templates/* Though I suspect that has no effect in this case, since you already committed your changes. Which means you'll have to open the affected files, manually revert the changes you made, and save the files. [EDIT] Basically it could be solved by copy-and-paste. In this case it's not too much work, only 3 + 6 files, I believe: art/actors/units/anglo/infantry_javelinist_a.xml art/actors/units/anglo/infantry_javelinist_b.xml art/actors/units/anglo/infantry_javelinist_e.xml simulation/templates/template_unit_infantry_melee.xml simulation/templates/units/anglo_support_female_citizen.xml simulation/templates/units/caro_support_female_citizen.xml simulation/templates/units/norse_support_female_citizen.xml simulation/templates/units/umay_infantry_clubman_merc_b.xml simulation/templates/units/umay_support_female_citizen.xml Once you've done them all, commit them again: git add * git commit -m "address requested changes" git push https://github.com/mrlie58/millenniumad
  16. Sorry for the spam, but shouldn't this thread be moved to the [Millennium A.D. subforum](https://wildfiregames.com/forum/index.php?/forum/297-1000-ad/)?
  17. @Stan`, could you change the “About” to: Millennium A.D. is a mod for 0 A.D. covering the AD 500–1000 timeframe.
  18. Everyone, feel free to vote in the new poll: https://wildfiregames.com/forum/index.php?/topic/28525-larger-panel-or-smaller-icons/&tab=comments#comment-401080 @Lion.Kanzen, @Lopess, everyone else, any preference?
  19. Everyone, feel free to vote on how to accommodate more entities in the right selection panel. The more people participate, the better! [EDIT] How the selection panels would look in a game session: with D2806: with D2875:
  20. https://github.com/0ADMods/millenniumad/pull/55#issue-450128890
  21. Since you've already created a pull request, pushing to its branch is sufficient. As you can see your three commits are included: https://github.com/0ADMods/millenniumad/pull/55/commits Now you just have to edit your opening post to summarize what you've done.
  22. That option is not on the table. Not everyone has a high-resolution screen. Besides, doing that would mean changing many more files, resulting in a much larger and harder to review patch. Personally I'd actually favour reducing the minimum resolution from 1024 to 960, to allow for easy gui scales: 960 × 1.5 = 1440 960 × 2 = 1920 960 × 2.5 = 2400 960 × 3 = 2880 960 × 4 = 3840 Anyway, that's a different discussion. Back to the topic at hand: do you prefer D2806 or D2875?
  23. (See also https://wildfiregames.com/forum/index.php?/topic/26887-task-civ-persians-assets/page/2/&tab=comments#comment-393558 )
  24. Now in Nantes: https://www.bbc.co.uk/news/world-europe-53455142
  25. @asterix, @badosu, @borg-, @Boudica, @Feldfeld, @ffffffff, @go2die, @Lion.Kanzen, @nani, @PhyZic, @sarcoma, @sphyrth, @Thorfinn the Shallow Minded, @ValihrAnt, @wowgetoffyourcellphone, and others, I'd like your attention for the following. Currently the right selection panel panel only supports up to 8 × 3 = 24 icons, which limits things for future additions (and mods). There are two competing proposals to address that: https://code.wildfiregames.com/D2806 (add extra row to right selection panel); https://code.wildfiregames.com/D2875 (shrink right selection panel icons). It would be great if you could indicate which one you prefer. Furthermore, rP23737 unified cavalry walk speeds, but infantry walk speeds are still rather inconsistent. Here too are two competing proposals for: https://code.wildfiregames.com/D2300 (single walking speed for all citizen infantry); https://code.wildfiregames.com/D2884 (unify infantry walk speeds and vision). Then there are also some gameplay patches that are probably an improvement but might significantly alter balance and could really use some playtesting: https://code.wildfiregames.com/D2493 (make siege engines uncapturable); https://code.wildfiregames.com/D2494 (overhaul artillery attacks); https://code.wildfiregames.com/D2815 (give all civs rams); https://code.wildfiregames.com/D2841 (split Celtic civ bonuses); https://code.wildfiregames.com/D2854 (introduce centre tech progression); https://code.wildfiregames.com/D2866 (tweak human training times). Finally, feedback is also appreciated on these two: https://code.wildfiregames.com/D2496 (tweak citizen cavalry and elephant footprints); https://code.wildfiregames.com/D2721 (improve animal footprints). And on any other open gameplay patch, which are listed and in the opening post of this thread and can also find via https://code.wildfiregames.com/search/query/fksZuv18waI4/#R For all of the above, please refrain from posting here, follow the links above instead, and voice your opinions over there on the respective phabricator pages.
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